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1、FirstEdition,2012ISBN978-81-323-4264-9©Allrightsreserved.Publishedby:WhiteWordPublications4735/22PrakashdeepBldg,AnsariRoad,DaryaGanj,Delhi-110002Email:info@wtbooks.comTableofContentsIntroductionChapter1-AnisotropicFiltering&AmbientOcclusionChapter2-BinarySpacePartitioningChapter3-Bum
2、pMappingChapter4-GlobalIllumination&Catmull–ClarkSubdivisionSurfaceChapter5-LevelofDetailChapter6-Non-UniformRationalB-SplineChapter7-NormalMapping&MipmapChapter8-ParticleSystem&Painter'sAlgorithmChapter9-PhongShadingChapter10-PathTracingChapter11-PhotonMappingChapter12-3DProjectionCh
3、apter13-Radiosity(3DComputerGraphics)Chapter14-ReflectionMapping&Reflection(ComputerGraphics)Chapter15-Rendering(ComputerGraphics)Introduction3Dcomputergraphics3Drenderingisthe3Dcomputergraphicsprocessofautomaticallyconverting3Dwireframemodelsinto2Dimageswith3Dphotorealisticeffectsona
4、computer.RenderingmethodsRenderingisthefinalprocessofcreatingtheactual2Dimageoranimationfromthepreparedscene.Thiscanbecomparedtotakingaphotoorfilmingthesceneafterthesetupisfinishedinreallife.Severaldifferent,andoftenspecialized,renderingmethodshavebeendeveloped.Theserangefromthedistin
5、ctlynon-realisticwireframerenderingthroughpolygon-basedrendering,tomoreadvancedtechniquessuchas:scanlinerendering,raytracing,orradiosity.Renderingmaytakefromfractionsofasecondtodaysforasingleimage/frame.Ingeneral,differentmethodsarebettersuitedforeitherphoto-realisticrendering,orreal-
6、timerendering.Real-timeAnexampleofaray-tracedimagethattypicallytakessecondsorminutestorender.Renderingforinteractivemedia,suchasgamesandsimulations,iscalculatedanddisplayedinrealtime,atratesofapproximately20to120framespersecond.Inreal-timerendering,thegoalistoshowasmuchinformationaspo
7、ssibleastheeyecanprocessina30thofasecond(oroneframe,inthecaseof30frame-per-secondanimation).Thegoalhereisprimarilyspeedandnotphoto-realism.Infact,exploitationscanbeappliedinthewaytheeye'perceives'theworld,andasaresultthefinalimagepresentedisnotnecessarilythatofthereal-world,butoneclos
8、eenou